Greetings, fellow Scenario Designers. I'm just letting you know that the Help Thread has been emptied so that you won't have to shuffle through 25 pages of questions and answers before you ask your questions. Instead, take a look at the Scenario Design Page that Angel AoErat has provided and already posted for us in his other thread, and take a look at everything there is to know about Scenario Design before asking any questions.

Ok, I will answer to your question. I haven't created any sound looping trigger. I have just created triggers which contain Condition (Timer) and Effects (Display Instruction). In my SW GB Ai folder there are only four AI files : Random Results.ai, Random Results.per, Immobile-Random,ai and Immobile Random.per. Pleae help.

PS. I created six players, but I put only one unit from Player 3 on the map. Maybe there is a problem.

roee_coClone Trooper

posted
12-12-03 03:48 PM
EDT (US)
303 / 2270

I have no ideamaybe it's something to do with the aisince I didn't make the ai and i never used it I can't really help you

use winzip to unzip some music from othet games. Thats how I got the Yavin Final music added to my ROTJ campagin.

ElfhelmClone Trooper

posted
12-20-03 11:52 AM
EDT (US)
313 / 2270

I was wondering if there is a way to do the following: Make it so that a civilization won't do anything unless they see an enemy unit or are under attack by one. When this happens they should be able to move, attack, do laundry, ect. After the attack has ended though, they return to not doing anything.

AftermathHG Alumnus

posted
12-20-03 12:20 PM
EDT (US)
314 / 2270

You need to download an Immobile Units AI. Place it in your Ai folder in the SWGB directory and then assign it to each of the computer players in the editor on the 'players' tab .

How does the trigger condition AI Signal work. (I've used up three rescources so there is no alternative.)

________0//|

RebornBanned

posted
12-20-03 06:52 PM
EDT (US)
316 / 2270

Wha

QuasipodBanned

posted
12-20-03 07:24 PM
EDT (US)
317 / 2270

Hello fellow Gungan lovers (all two of you)

This is gonna sound dumber than Jar Jar, but...

I've read the Scenario Editor Guide to try and change the colour of Display Instruction effects, but though trying several different combinations I can't get it to work. Yellow is a very bad colour for the Dyslexic (Green is much better).

woofter, If you are talking about Taunt activated triggers, here is an in depth guide from JM -

Quote:

Healing a unit by means of an AI You can make custom AI's for SWGB (and CC) that allow triggers to detect taunts. This is called the 'Password Trick'. To make such an AI, you can add code such as this to an existing AI:)(defrule(taunt-detected 1 1)=>(acknowledge-taunt 1 1)(cc-add-resource nova 1))In this example (used in Gall Spaceport, and later in Falcon's First Flight):"1" is the player using the taunt. This is always a human player, usually player 1, just like in this example."1" is the number of the taunt used, in this case "1. I got it""(cc-add-resource nova 1)" this line adds resources for the player that has the AI (a computer player), in this case it adds 1 nova for the AI player each time player 1 uses taunt 1. In this line:"nova" is the resource you add for the AI player. You can choose between carbon, food, nova and metal (for ore). I haven't found a way to add misc counters."1" is the quantity of the specified resource that is to be added. In Falcon's First Flight I used this AI for player 6. I'll give a full description of how the healing was handled in this campaign, with full triggers. In FFF, you could pick up HealthPacks by standing next to some PowerPacks. You could the activate a HealthPack by using taunt 1, and receive full healing. To be able to heal, you need HealthPacks. This is what a typical trigger for picking up a HealthPack looks like: Trigger: 'HealthPack' ON/NO LOOPCondition0: Bring object (hero) to area (area around PowerPack)Effect0: Remove object (PowerPack)Effect1: Tribute: 100 nova from player 6 to GAIA (in case the player used the taunt before picking up the HealthPack... you don't want him to automatically heal as soon as he picks up the HealthPack)Effect2: Tribute: 1 food from GAIA to player 1 (This food is mostly for the player to see how many HealthPacks he has)Effect3: Tribute: 1 misc counter 1 from GAIA to player 1 (This is a hidden counter, to prevent the 'FORCEFOOD' cheat from having an influence on the health points)Effect4: Send Chat to player 1 : <PowerPack : HealthPack>When player 1 has HealthPacks, he will have at least 1 food and 1 misc counter 1. And when he wants to heal, and uses taunt 1, player 6 will receive 1 nova. And so, we can make a trigger that detects when the player wants to heal, and is entitled to heal: Trigger: 'Taunt detected' ON/LOOPCondition0: Accumulate Attribute: Player 1 accumulates 1 food stockpileCondition1: Accumulate Attribute: Player 1 accumulates 1 misc counter 1Condition2: Accumulate Attribute: Player 6 accumulates 1 nova stockpileEffect0: Tribute: 1 food from player 1 to GAIA (substract 1 HealthPack from the counter)Effect1: Tribute: 1 misc counter 1 from player 1 to GAIAEffect2: Tribute: 100 nova from player 6 to GAIA (to make sure the player doesn't get healed twice in a row)Effect3: Activate trigger: 'Heal Hero' (This activates the actual healing trigger) Okay, and now for the trigger that actually heals your hero: Trigger: 'Heal Hero' OFF/NO LOOPEffect0: Damage object (hero) : 400 (max hitpoints; to reset the current health to '0')Effect1: Damage object (hero) : -400 (minus max hitpoints; to set the current hitpoints to full health. You can copy/paste in a minus sign. Don't touch this effect again, or you risk reseting the damage to '0')Effect2: Send Chat to Player 1 : <Healing>

Welcome again. Thanks for help. I have finally done what I wanted. But I have another problem (maybe I can't create scenario). I want to make starfield visible. I downloaded Visible Starfield Template, but I can't use it. Author says - use Map Copy. What map copy ? Where is it ? How can I copy these Map Reavelers to my scenario. Please for help. I' m waiting I'm sure that somebody from you know answer to my question.

Knotted maggotsClone Trooper

posted
12-22-03 03:01 PM
EDT (US)
326 / 2270

Its in the terrain area

Galaxy FalconClone Trooper

posted
12-22-03 09:10 PM
EDT (US)
327 / 2270

Ok..Question...

How do I get text to appear in sequential order? So that one text goes off, and someone else responds to it? ive tried puttting a turn on trigger effect after the text but it skips to the last text. Another question, how do i move objects to a certain area or object? Theres conditions for those but no effect. Unless i like put patrol on and then stop them. Oh another question, How can I keep A single unit forzen in place without using the AI type, or do i have to use the AI? Another question is how do I add Objectives in the game? ive tried it so that when someone says somthing, it fires the trigger description (For instance, Kill the 2 sith) but when it comes on, it crosses itself out. Im not sure how to get it on at a certain place without it crossing itself off. If someone could answer these questions id really appreciate it. If you need to you can send and email. Thanks for the help.

|GalaxyFalcon |

Currentprojects:

-None-

RobockClone Trooper

posted
12-23-03 01:14 AM
EDT (US)
328 / 2270

I got a question. How can I add the pallete to my bitmap?Yes I made sure it was the exact size.But I dont know how to add the pallete or where it is!Do I need a certain version of the pallete for paint shop pro?This link doesent work right now if at all. http://swgb.heavengames.com/instructionbitmap.php

For Galaxy's question about the sit is this: you must put it on the trigger that will cause you to beat the objective, then deactivate that trigger and activate it when you want it to pop up.

For Robock, i have no clue.

Darkarrival

Galaxy FalconClone Trooper

posted
12-23-03 01:48 PM
EDT (US)
330 / 2270

Quote:

Ok..Question...How do I get text to appear in sequential order? So that one text goes off, and someone else responds to it? ive tried puttting a turn on trigger effect after the text but it skips to the last text. Another question, how do i move objects to a certain area or object? Theres conditions for those but no effect. Unless i like put patrol on and then stop them. Oh another question, How can I keep A single unit forzen in place without using the AI type, or do i have to use the AI? Another question is how do I add Objectives in the game? ive tried it so that when someone says somthing, it fires the trigger description (For instance, Kill the 2 sith) but when it comes on, it crosses itself out. Im not sure how to get it on at a certain place without it crossing itself off. If someone could answer these questions id really appreciate it. If you need to you can send and email. Thanks for the help.

Ok..Would anyone know where to get information on all of these triggers? Im having trouble with all of them, and they're all pretty important to making a good scenerio or campaign. Darkarival, I think i know what your saying..ill try it out.